-=!Battle Isle 1943!=-

Daftpanzer

canonically ambiguous
Joined
Nov 27, 2002
Messages
6,641
Location
Portsmouth, England, UK

-=!Battle Isle 1943!=-

In mid-1943, American scientists working with top-secret electronic equipment accidentally triggered a Temporal Resonance Cascade event, causing a load of US, British, Soviet, German, Italian, Japanese forces to be hurled through time/space to a mysterious island...

This island is full of factories, ports, airfields, towns and various interesting places, yet is totally abandoned with no inhabitants in sight...

The Axis and Allies, each blaming each other for the strange events, have carved out their own areas of control and are continuing the war!

-Insert rest of plot here-


:salute:

Hello, this is an experimental game that may only run for a few turns. I'm already over-committed with stuff over on the NES forum. But this is an idea I really wanted to try out. As you can see, its inspired by Battlefield 1942, Battle Isle, and other games. I'm using unit graphics by Fairline at Apolyton.

---​

The Game:
In this game, you play as a commander, in charge of a single unit to begin with. You can choose what kind of unit to start with, then try to increase your experience and rank through battle (while not getting killed), so that eventually NPC units and even the whole nation will be under your control...

*Each nation receives 'points' income to build replacement units for players (when they die, or just want a new unit). Points income depends on the amount of territory owned. High command will be pleased with you if you capture new territory, especially valuable things like ports and factories which give more 'points'!

*If nations have enough spare points, they will spawn extra NPC units, mostly infantry, who will try to help you where they can.

*As your rank increases, you will be a greater priority for unit production and NPC unit support.

*As a unit commander, you are still vulnerable to injury and death. If things go really wrong, you may be able to escape on foot with a few men (you will appear as 'light infantry'), even if you were in the air or on a ship! If you die, you lose most of your bonuses, but keep half of your experience points.

Turns:
Each turn is half a day. During the morning turn, troops should be at their freshest, and visibility should be good. Darkness starts to fall towards the end of the evening turn. Night attacks are more difficult, but experienced units can make them work.

The Map:
Here is the starting map: (click for big version)



Forests are in dark green, open deserts in yellow, farmland / mostly-open grassland in light green, rolling hills in brown, steep mountains in grey, and glaciers in white.

As you'd expect, vehicles don't do well in forests, mountains and glaciers. Hills and mountains are easier to defend. Towns and cities are great for infantry defence, and cover from artillery, and are also good places to rest troops. Etc Etc.

Note that some NPC forces are already fighting, and both the US and Japan have capitol ships to support their allies, to make up for starting on smaller islands!

Stats:
I will keep track of stats for player units, but not the NPC hordes.

Spoiler :

Player Name: -
Nation: you are playing as,
Health: any injuries to your personal commander are listed here,
Kudos: this is how valuable you have been to your nation so far, according to high command!
Experience: gained from combat, and aids you combat!
Traits: any special traits and bonuses gained from combat.
Rank: listed in roman numerals to avoid confusion. The higher your rank, the greater your priority is for new units, transport, and general support of NPC's.
Unit Name: the name of the unit you are currently controlling. This can be different to your playername, EG 'Daftpanzerdivision'
Unit Type: listed here
Unit Health: it might be damaged, disorganised etc
Location: some help for finding yourself on the map!


Spawning procedure: (see examples below!)
First, you should choose a Nation:

Axis nations are Japanese, German and Italian.
Allied nations are American, British and Soviet.

(Other nationalities/flags/graphics available on request for special things!)

Then, you can choose a Unit to spawn as. When you spawn as a unit, it uses up some points for your side (axis or allied). Note that, if there aren't enough points to fulfil requests for all players, you may get a cheaper unit than the one you wanted.

The units and their relative points costs are as follows:

Spoiler Scary Uberlist! :
-Infantry Units:-



Light Infantry - 1
Weak infantry. They are fast and mobile, but you probably don't want to spawn as these. However, you may find yourself in charge of them (IE, a few scattered survivors) if your main unit is destroyed.

Rifle Infantry - 3
Flexible infantry, best in a ranged fire-fight. Not so great in aggressive close-quarters fighting.

Assault Infantry - 3
Good when they can engage in close range. Ideal for street fighting, or attacking fixed positions.

Heavy Infantry - 5
They have the weapons to take on tanks and fortifications, as well as mow down enemy infantry from a defensive position. But they aren't as mobile as other infantry, and if surrounded they would quickly run out of ammo for their weapons.

-Light Vehicles:-



Armoured Car - 10
Fast, armoured against light fire, but doesn't carry much firepower itself. Probably best for skirmishing or exploiting weak points.

Flakker - 15
This unit has rapid-fire weapons to take on enemy aircraft. These weapons are equally good for attacking troops and light vehicles. This unit can be a useful support for others.

Halftrack - 15
This unit can carry friendly soldiers to their destination, and carries extra medical supplies and ammo, giving an advantage to nearby infantry. It has some firepower itself.

Light Tank - 15
More armoured than other light vehicles, and generally better in rough terrain. It's armour-piercing gun can defeat other light vehicles, but is basically useless against bigger enemy tanks.

-Heavy Vehicles:-



Medium Tank - 25
A good all-round unit, firing armour piercing and explosive shells, and with machine guns to fight enemy infantry and aircraft.

Heavy Tank - 45
Can take out all other vehicles with ease. But it is slower, and is a better target for enemy artillery and aircraft, as well as more vulnerable to being encircled. Its higher cost means it should not be used carelessly.

Mobile Artillery - 30
Fires powerful long-range shells to bombard enemy units, but that's all it can do. It doesn't have good armour and it's not supposed to fight at close range. It can damage anything, even enemy ships near the coast, and can aid in both attack and defence, so long as it has the protection of other units.

-Air Units:-



Fighter - 25
The fastest and most manoeuvrable type of aircraft, ideal for taking control of the skies from enemy aircraft. It can strafe ground forces to harass them, but can't carry heavy bombs and is vulnerable to flak.

Fighter-Bomber - 30
A slower but stronger-built aircraft. It has some air-to-air combat ability, but its main use will be in attacking enemy ground units and ships. It is more resistant to enemy flak.

Light Bomber - 40
While still able to attack enemy ground units and ships, it also carries heavier bombs which can damage enemy factories, ports and airfields. It can attack at low level like a fighter-bomber, it can also try less-accurate attacks from greater altitude to avoid enemy flak. It is reasonably fast, but may need help against enemy fighters.

Heavy Bomber - 60
Carries heavy bombs which can put enemy structures out of action for a long time. It can also carpet-bomb enemy troop concentrations, though its bombing is not very accurate, especially if flying high to avoid enemy flak. It has several gun turrets to defend itself, but the high cost of this unit means that some fighter escort is probably a good idea.

-Sea Units:-



Destroyer - 25
This unit has speed on its side, and can outrun larger enemy ships if it has to. As you'd expect, it can hunt down enemy subs. It has its own torpedoes for use against large surface ships, but this is a risky tactic.

Sub - 35
Although cheap, it has the potential to sink any ship with a well-placed salvo of torpedoes. It is especially good at lurking in a patch of water and sinking passing transport ships. But it is especially vulnerable to combined air and destroyer patrols.

Cruiser - 50
A good all-round ship.

Battleship - 100
Can sink any smaller enemy ship that gets in range of its guns. Its shells can reach quite far inland to support ground operations. It is well defended and can take a lot of punishment, but is by no means invincible. It is an ideal target for enemy subs and aircraft. The great cost of this unit means it should be looked after!

Carrier - 80
It doesn't arrive with any aircraft already onboard, but friendly fighters and fighter-bombers can use it like an airfield to re-arm and re-supply. It is an ideal target for enemy air attack, and as such has mostly anti-aircraft weapons. It is vulnerable to any enemy ship. The cost of this unit means it should be looked after!

-Miscellaneous Units:-

You probably don't want to control these. They may be around as NPC's when needed.

Transport Plane - 40
Used for dropping infantry as paratroops, or taking wounded infantry to safety, or dropping supplies for surrounded troops. It can probably only carry one infantry unit at a time.

Transport Ship - 20
Used for transporting land units across the sea, or for supplying isolated units on the coast. It can probably transport several land units at once.


Then, you could choose a Starting Point. This has to be something on the map controlled by the nation you joined (look for the flags).

- Infantry can spawn any controlled location (flag) on land, and also on battleships and carriers at sea.

- Light vehicles can spawn at any controlled location on land.

- If spawning as a Heavy vehicle, you must start at either a port or a factory. If there are no ports of factories, you can't spawn as a heavy vehicle for that nation!

- If spawning as an Air unit, you must pick an airfield. If there are no airfields, you can't spawn as an air unit for that nation!

- If spawning as a Sea unit, you must pick a port. If there are no ports, you can't spawn as a sea unit for that nation...

Orders:
Basically, any kind of order is accepted. Your unit will appear at the start of the turn, so you can give orders straight away.

PLEASE POST ALL ORDERS IN THE THREAD, unless there is an extreme need for secrecy!

I am using the concept of initiative here. Whoever posts first, acts first during the game. Others can move to counter them, but they are then reacting.

If you change your orders, I will also take that into account. Your unit could become disorganised, waste time, and may end up doing nothing!

Spoiler ADVANCED DETAILS :
Movement: you can name any flag-point on the map as a destination, or name specific units (enemy or allied) to move towards. Infantry can probably cover the distance between any two adjacent flag-points in a single turn. Most vehicles, if unobstructed, could move across 1/4 of the main island or more in a single turn. Ships could cover the entire length of the island. Aircraft effectively have initiate range, but attacking far-away targets means more time spent flying back and forth to re-arm and re-fuel instead of fighting.

Patrolling/Resting/Digging In: when your unit gets to its destination, assuming there are no enemies, it will do one of these three things. You can specify one.

Aggression Level: if you move towards an enemy-held location, or if enemy move towards you, you will obviously start fighting. You might want to specify the level of danger and harm that your unit is willing to take before retreating.

Supporting Other Units: you might not want to give specific orders, but instead have your unit offer its help to others. That is fine.

Requesting Sea Transport: if (as a land unit) you are near the sea, you can call a friendly transport ship to pick you up (there should be one, unless some have been sunk recently). It might take a while to arrive, assuming its not intercepted and/or sunk en route. If you start the turn actually at a port, you can start travelling straight away, and make the most of the turn.

Request Air/Naval/Artillery Support: the game starts with NPC battleships on both sides, and more artillery and planes may appear later. You can ask them to support you.

Requesting Air Transport: if (as any kind of infantry unit) you start the turn near a friendly airfield, you can board a transport plane (the airfield will probably have one, unless some have been shot down recently). The plane can take you to another airfield, or it can drop you as paratroopers over any land location. Note that there is a tendency for combat paradrops to go horribly wrong, especially if lacking experience, or enemy flak and fighters get in the way.

Renaming Places on the Map: the rule is, you can re-name any friendly-owned location you are near to, and others can re-re-name them :)


-Advanced concepts-
Feel free to ignore these more than other things!

Spoiler UBER-ADVANCED CONCEPTS :

Nation Income: You may want to know that the formula for points income at the end of a turn is (total number of flags)+(extra 1 for every working port)+(extra 4 for every working factory). All axis and allied nations share their income, at least to start with.

Lines of Supply: Things like supply trucks aren't noted on the map. But if a unit becomes surrounded, I will take into account that it will start running out of ammo, and will be more vulnerable to attack.

Requesting a new unit: You can request a new unit at any time, if you are at a suitable control point. Assuming that your nation actually has enough points to make your new unit, the old unit will be handed over to NPC control (or 'light infantry' may just disappear into the new unit). You may lose experience if switching from land to air, air to sea, etc.

Alternatively, you just can donate your unit to an adjacent player, in which case you will switch to 'light infantry'.

Changing Sides: You can switch between friendly nations (EG, from US to British) if you really want, but might lose rank.

You can rebel and switch between axis and allied sides, but your own unit may rebel against you if your rank is not high enough.

You can try to overthrow your particular nation (EG, Soviets) and take full control, making it temporarily independent from either axis or allies. You will need high rank to succeed, and might also need the support of any other human players belonging to that same nation.


---​

SPAWNING TEMPLATE:

Player Name: (if different to form name)
Nation: (please choose)
Unit Type: (please choose)
Starting Location: (optional, I can choose for you)
Unit Name: (optional - actual name used on the map for your starting unit)
Orders: (you can give orders straight away!)

-Clean version-
Player Name:
Nation:
Unit Type:
Starting Location:
Unit Name:

Orders:

---​

EXAMPLES: (not actually appearing in the game)

Spoiler EXAMPLES :
Player Name: Daftpanzer
Nation: Japan
Unit Type: Fighter
Starting Location: Airfield 7
Unit Name: Daft's Flying Squirrels
Orders: Fly around Big City, covering any Axis ground advance there. Be aggressive.

Player Name: Daftpanzer
Nation: USA
Unit Type: Medium Tank
Starting Location: Port 1
Unit Name: Daft's All-American Panzers
Orders: Request sea transport for amphibious landing at Town 41. Request naval support from battleship. Push further inland towards area 4B if time allows. Stance = cautious.

Player Name: Daftpanzer
Nation: Germany
Unit Type: Heavy Tank
Starting Location: Factory 6
Unit Name: Daft's Panzers
Orders: Move towards Big City. Support any axis attack on the city, but don't drive into the city streets. Stance = balanced.

Player Name: Daftpanzer
Nation: Soviet
Unit Type: Assault Infantry
Starting Location: Town 3
Unit Name: Daft's Heroes
Orders: Rename Town 3 'Daftograd'. Move north cross the river and move into the mountains, heading for Padoga. Stance = super aggressive.

Player Name: Daftpanzer
Nation: Italy
Unit Type: Sub
Starting Location: Port 5
Unit Name: Daft's Pirates
Orders: Move slowly west along the coast, attacking any target of opportunity. Stance = super cautious.

Player Name: Daftpanzer
Nation: Britain
Unit Type: Assault Infantry
Starting Location: Airfield 2
Unit Name: Daft's Commandos
Orders: Rename Airfield 2 'Great Justice Airfield'. Request air-drop over mountain 4C. Secure the area and dig in. Stance = balanced.


---​

Hmm, think thats it. I am going to sleep now but will check back later. Any comments at all are most welcome :salute:
 
Turns:

- Morning, Day #1

- Evening, Day #1

- Morning, Day #2

It is now evening, Day #2

PLAYER STATS:

ALLIES:

Player Name: Vertinari 118
Nation: Britain
Health: Good
Kudos: 2
Experience: 2
Traits: none
Rank: I
Unit Name: Blighty's Rifemen
Unit Type: Rife Infantry
Unit Health: Good
Location: Acropolis Hill

Player Name: Khorchev / Stuck in Pi
Nation: Soviets
Health: Good
Kudos: 0
Experience: 1
Traits: Mountaineering
Rank: I
Unit Name: 1st Shock Infantry
Unit Type: Assault Infantry
Unit Health: Good
Location: Pagoda Mountain

Player Name: e350tb
Nation: Britain
Health: Good
Kudos: 0
Experience: 1
Traits: Logistics
Rank: I
Unit Name: 1st North British Armoured
Unit Type: Medium Tanks
Unit Health: Good
Location: Acropolis Hill

AXIS:

Player Name: BananaLee
Nation: Italy
Health: Good
Kudos: 2
Experience: 2
Traits: none
Rank: I
Unit Name: Censored Brigade
Unit Type: Flakker
Unit Health: Good
Location: Port 5

Player Name: Charles Li
Nation: Italy
Health: OK
Kudos: 1
Experience: 4
Traits: none
Rank: I
Unit Name: Lite Uber Panzerwagon
Unit Type: Medium Tank
Unit Health: Poor
Location: Near Town 41

Player Name: Masada
Nation: Italy
Health: Poor
Kudos: 1
Experience: 2
Traits: Evasion
Rank: I
Unit Name: Imperator
Unit Type: Destroyer
Unit Health: Poor
Location: North of Port #5

Player Name: Frozen In Ice
Nation: Germany
Health: Good
Kudos: 1
Experience: 1
Traits: none
Rank: I
Unit Name: Luftwaffe #1
Unit Type: Destroyer
Unit Health: Good
Location: Based at Nipoli Aerodrome
 
Player Name: Vertinari 118
Nation: English
Unit Type: Rife Infantry
Starting Location: 2B
Unit Name: Blighty's Rifemen
Orders: Advance on 4B. The unit does not expect opposition but it will be careful and send scouts ahead. If enemies are encoutered agression level will be 4 on a scale of 1-5, maybe you should clarify that. if we reach the point unchallenged or defeat the enemy we will dig in and then rest for a while.

Reporting in for duty sir!:salute:
 
A question for Daft. How do we find out how many points our nation has?
 
Player Name: Charles Li
Nation: German
Unit Type: Half Track or Medium Tank. I like Medium Tank unless no points
Starting Location: 5B
Unit Name: Lite Uber Panzerwagon
Orders: Advance on Neutral 4E. If halftrack then try to bring 1 Rifle and 2 Assualt.
If med tank bring 2 Rifles and 1 Assualt.
 
Great to see you here Daftpanzer, it's an honor.

I would very much like to play in this, but I don't have enough time to post decent stats, so if you'd be so kind to reserve a spot for me, I'll come back later sunday night with a decent proposal.

Thanks.
 
Lol, the idea of posting on this forum was to hide from you people so you don't know how I'm wasing my time instead of updating my NESes! :)

@Vertinari118 and BananaLee, you are supposed to send orders straight away. Charles Li has the right idea, except he spawned at a Italian zone and not a german one.

You would find out how axis and allies are doing during updates. I didn't want to set the points yet cos I hadn't fully decided.

Anyway, we can consider this stillborn unless you want to send orders, or anyone else shows interest.

EDIT:

@Izipo, the honor is all mine :)
 
I am a German Panzerwagon sent to Aid Italy.


------------------------------

"Major Kustas, the Hill lies before us." (RANK?)

"Good job, Captain, begin bombardment."

"Yes Sir!"

Begin to bombard any defenses as NPC Itallians storm the place. Aim for machine gun posts. It there aren't any then move in to take care of the snipers.

As for patrolling, digging in, or resting. Claim it for the Glory of the Axis!

I think towns under fire automatically spawns Light Infantry as Miltia/Hiltler Youth/Boy Scouts with Guns.
 
Morning, Day #1:

AXIS PRODUCTION:
PC: 1 medium tank (25), 1 flakker (15)
NPC: 1 fighter (30), 1 destroyer (25), 1 armoured car (10), 2 rifle infantry (6), 1 assault infantry (3), 1 heavy infantry (3)
Total spent: 117
Remaining: 33

ALLIED PRODUCTION:
PC: 1 rifle infantry (3)
NPC: 2 fighter-bomber (60), 1 medium tank (25), 1 armoured car (10), 2 rifle infantry (6), 2 assault infantry (6)
Total spent: 110
Remaining: 40

(both sides started with 150 points)

MAJOR ACTIONS:
- The war started! The first fighting took place in the skies over the central desert. US and Japanese aircraft flew long range missions. Some Italian tanks were damaged by US fighter-bombers.

- Charles Li and BananLee joined the Italian army.

- Vertinari118 joined the British army.

OTHER ACTIONS:
- Lite Uber Panzerwagon commanded by Charles Li secured hill 4E for Italy. Charles Li is awarded +1 Kudos.

- Censored Brigade commanded by BananaLee secured hill 4F for Italy. BananaLee is awarded +1 Kudos.

- Other Italian forces went ahead and captured Airfield 4. It is now ready for action.

- German forces captured Town 42. They appear to be massing for an attack on Big City.

- Soviet forces captured hill 4G. Soviet assault troops are climbing through the mountains towards Pagoda. Soviet tanks hold line west of Big City.

- Blighty's Riflemen commanded by Vertinari118 secured location 4B. Vertinari 118 is awarded +1 Kudos. British forces have assembled nearby.

INCOME:
Axis control 32 locations and have banked (32+3+12=) 47 points.

Allies control 30 locations and have banked (30+3+12=) 45 points.

Axis total points is now 80.

Allies total points is now 85.

MAP:



NOTES:
@Charles Li, you actually started at a factory since you had a heavy vehicle (medium tank). It all worked out OK though.

COMMUNICATIONS:
From British HQ to Vertinari 118: Suggest you move towards Acropolis Hill. We are leaving some forces to assist you. Air support is available.

From US HQ to Vertinari 118: You are now priority for our air support.

From German HQ to all Italian forces: We can handle Big City. Good luck on your front!
 
Player Name: BananaLee
Nation: Italy
Health: Good
Kudos: 1
Experience: 0
Traits: none
Rank: I
Unit Name: Censored Brigade
Unit Type: Flakker
Unit Health: Good
Location: Hill 4F

Orders: -

- Move down to Airfield 4 to support against enemy fighters while our own fighters get off the ground. If no enemy, move on to Factory 4, preferablly with tank support

- Request artillery support to pound Pagoda

- Rename 4F "Nipoli Hill", rename Airfield 4 "Nipoli Aerodrome"

- Communication to German HQ: "Righto, chaps. Best of luck. Tally-ho pip-pip and Bernard's your uncle!"
 
Player Name: Charles Li
Nation: Italy
Health: Good
Kudos: 1
Experience: 1
Traits: none
Rank: I
Unit Name: Lite Uber Panzerwagon
Unit Type: Medium Tank
Unit Health: Good
Location: Hill 4E
__________________


Move toward Factory4 with Axises.

If any Allies are within range, Bombard them.

Advance toward Factory 4 with 2 Rifles and 1 Assualt to take care of any counter assualts.

Rename 4E "Lite'p Wagon Hill"

It is night. :)
 
Player Name: Vertinari 118
Nation: Britain
Health: Good
Kudos: 1
Experience: 0
Traits: none
Rank: I
Unit Name: Blighty's Rifemen
Unit Type: Rife Infantry
Unit Health: Good
Location: 4B

Orders

Advance on the Acropolis. The unit does expect opposition from the air and will request fighter surport. Scouts will be sent ahead. If enemies are encoutered agression level will be 3 on a scale of 1-5. if we reach the point unchallenged or defeat the enemy we will dig in and then rest for a while. We will also request the aid of the nearby armour, at our location. Once we arrive we will dig in and set up a patrol roater with the armour divison splitting patrols between us.

To: British High Command
From: Captain Vertinari of the Blighty's Riflemen company

Orders recived old chap. Moving out now to obey them and thanks for the fighter surport. Tally Ho!

To: US High Command
From: Captain Vertinari of Blighty's Riflemen company

Thanks now are you going to think about fighting or are you going to sit this one out for a few years as well.
 
I'll join

Player Name: Khorchev
Nation: Soviets
Unit Type: Medium Infantry
Starting Location: Town 3
Unit Name:
Orders:

Advance to bridge to North. Make sure that no enemy troops cross it.

Advance to Pagoda if there isn't much resistance.
 
Let's try one more update, why not...

Evening, Day #1:

AXIS PRODUCTION:
PC: nothing
NPC: 1 mobile artillery (30), 1 fighter-bomber (30), 2 assault infantry (6), 1 heavy infantry (5), 2 rifle infantry (6)
Total spent: 77
Remaining: 3

ALLIED PRODUCTION:
PC: 1 assault infantry (3)
NPC: 1 heavy bomber (60), 1 halftrack (15), 1 rifle infantry (3)
Total spent: 81
Remaining: 4

MAJOR ACTIONS:
- Italian forces secured the central desert and factory #4 area, later backed up by from BananaLee and Charles Li. They exchanged fire with British and Soviet forces in the hills and mountains above. Censored Brigade shot down several enemy aircraft. BananLee is awarded +1 Kudos.

- Italian forces fought off a British probe towards location 4D. Air battles raged overhead and in the deserts beyond. Both German and US fighter-bombers took heavy damage.

- US heavy bombers bombed Italian home factory #5 as dusk fell, disabling production for now. Most of the bombers managed to evade Japanese fighters based at Nipoli Aerodrome.

- German forces have swept into Big City and the nearby Port # 4. Russian forces stayed on the outskirts, under fire from Japanese fleet.

OTHER ACTIONS:
- Japanese heavy infantry were airlifted from Airfield #7 to Nipoli Aerodrome before nightfall, with cover from Censored Brigade's AAA.

- Blighty's Riflemen commanded by Vertinari118 secured Acropolis Hill. Vertinari118 is awarded +1 Kudos.

- Soviet forces took control of the central mountains and settled down for a chilly night. 1st Shock Infantry arrived to support them. Soviet captain Khorchev has gained the 'mountaineer' trait.

- German artillery arrived at the front and pounded Pagoda Mountain, for little obvious effect.

- US halftracks landed at neutral Town 41 and secured the area with support from the US fleet.

- US battleship bombarded port #5 and sunk Italian transport ships, leaving wrekage burning long into night.

INCOME:
Axis control 36 locations and have banked (36+4+12=) 52 points.

Allies control 34 locations and have banked (34+3+12=) 49 points.

Axis total points is now 55.

Allies total points is now 53.

MAP:



COMMUNICATIONS:
From British HQ to Vertinari 118: More reinforcements are promised at your location, if you decide to remain put.

From German HQ to all Italian forces: We suggest that fortifying Nipoli Hill is a priority!

From Soviet HQ to Khorchev: We trust you have a good view of the situation from up there. The T-34's in the valley below will now act on your instructions.
 
Player Name: e350tb
Nation: Great Britain
Unit Type: Medium Tanks
Starting Location: You pick.
Unit Name: 1st North British Armoured
Orders: Advance to Acropolis and assist in holding the perimeter.
 
Player Name: BananaLee
Nation: Italy
Health: Good
Kudos: 2
Experience: 1
Traits: none
Rank: I
Unit Name: Censored Brigade
Unit Type: Flakker
Unit Health: Good
Location: Nipoli Aerodrome

Orders:
Patrol and hold the Nipoli Aerodrome and Factory 4 area shooting down aircraft and infantry until all Italian spawns have done spawning or if enemy tanks come in and attack.
Should the latter happen, call for tank support and play hit and run. If all Italian vehicles have spawned, deploy to Port 5 (rename to Port Papadapoopi) to support Imperator (see post below) shooting aircraft down.

Request sea pickup from Port Papadapoopi. Leave for the US island as soon as the sun sets.

EDIT: Keep this game going, Daft. :D
 
Player Name: Masada
Nation: Italy
Health:
Kudos:
Experience:
Traits: none
Rank: I
Unit Name: Imperator
Unit Type: Battleship
Unit Health:
Location: Port 5

Attack the American Carrier, call on the Airforces of the Axis to destroy the Battleship, then provide cover fire against the Americans massing around town 43.
 
Player Name: Vertinari 118
Nation: Britain
Health: Good
Kudos: 2
Experience: 1
Traits: none
Rank: I
Unit Name: Blighty's Rifemen
Unit Type: Rife Infantry
Unit Health: Good
Location: 4B

Orders

Dig in, continue patrols and hold the line!

From Captain Vertinari 118
To British HQ:

Don't worry HQ we will hold the line!

From Captain Vertinari 118
To Captain e350tb

Glad to have you onboard Captain but could you maybe hurry abit before my position is overwhelmed!
 
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